vcglib/vcg/complex/algorithms/voronoi_clustering.h

622 lines
23 KiB
C++

/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef VORONOI_PROCESSING_H
#define VORONOI_PROCESSING_H
#include <vcg/complex/algorithms/geodesic.h>
#include <vcg/complex/algorithms/update/color.h>
namespace vcg
{
namespace tri
{
template <class MeshType>
class ClusteringSampler
{
public:
typedef typename MeshType::VertexType VertexType;
ClusteringSampler(std::vector<VertexType *> &_vec): sampleVec(_vec)
{
sampleVec = _vec;
}
std::vector<VertexType *> &sampleVec;
void AddVert(const VertexType &p)
{
sampleVec.push_back((VertexType *)(&p));
}
}; // end class ClusteringSampler
struct VoronoiProcessingParameter
{
enum {
None=0,
DistanceFromSeed=1,
DistanceFromBorder=2,
RegionArea=3
};
VoronoiProcessingParameter()
{
colorStrategy = DistanceFromSeed;
areaThresholdPerc=0;
deleteUnreachedRegionFlag=false;
}
int colorStrategy;
float areaThresholdPerc;
bool deleteUnreachedRegionFlag;
};
template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
class VoronoiProcessing
{
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FaceContainer FaceContainer;
public:
// Given a vector of point3f it finds the closest vertices on the mesh.
static void SeedToVertexConversion(MeshType &m,std::vector<CoordType> &seedPVec,std::vector<VertexType *> &seedVVec)
{
typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
seedVVec.clear();
HashVertexGrid HG;
HG.Set(m.vert.begin(),m.vert.end());
const float dist_upper_bound=m.bbox.Diag()/10.0;
typename std::vector<CoordType>::iterator pi;
for(pi=seedPVec.begin();pi!=seedPVec.end();++pi)
{
float dist;
VertexPointer vp;
vp=tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, *pi, dist_upper_bound, dist);
if(vp)
{
seedVVec.push_back(vp);
}
}
}
typedef typename MeshType::template PerVertexAttributeHandle<VertexPointer> PerVertexPointerHandle;
typedef typename MeshType::template PerFaceAttributeHandle<VertexPointer> PerFacePointerHandle;
static void ComputePerVertexSources(MeshType &m, std::vector<VertexType *> &seedVec, DistanceFunctor &df)
{
tri::Allocator<MeshType>::DeletePerVertexAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
tri::Allocator<MeshType>::DeletePerFaceAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template AddPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,vertexSources));
tri::Geodesic<MeshType>::Compute(m,seedVec,df,std::numeric_limits<ScalarType>::max(),0,&vertexSources);
}
static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, bool frontierFlag=true)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::Geodesic<MeshType> g;
VertexPointer farthest;
if(frontierFlag)
{
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
tri::Geodesic<MeshType>::Compute(m,borderVec);
}
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
}
// It associates the faces with a given vertex according to the vertex associations
//
// It READS the PerVertex attribute 'sources'
// It WRITES the PerFace attribute 'sources'
static void FaceAssociateRegion(MeshType &m)
{
PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
faceSources[fi]=0;
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
for(int i=0;i<3;++i) // First try to associate to the most reached vertex
{
if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
else
{
if(vp[0]==vp[1] && vp[0]->Q()< vp[2]->Q()) faceSources[fi] = vp[0];
if(vp[0]==vp[2] && vp[0]->Q()< vp[1]->Q()) faceSources[fi] = vp[0];
if(vp[1]==vp[2] && vp[1]->Q()< vp[0]->Q()) faceSources[fi] = vp[1];
}
}
}
tri::UpdateTopology<MeshType>::FaceFace(m);
int unassCnt=0;
do
{
unassCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(faceSources[fi]==0)
{
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i)
vp[i]=faceSources[fi->FFp(i)];
if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
faceSources[fi] = vp[0];
else if(vp[1]!=0 && (vp[1]==vp[2]))
faceSources[fi] = vp[1];
else
faceSources[fi] = std::max(vp[0],std::max(vp[1],vp[2]));
if(faceSources[fi]==0) unassCnt++;
}
}
}
while(unassCnt>0);
}
// Select all the faces with a given source vertex <vp>
// It reads the PerFace attribute 'sources'
static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
{
PerFacePointerHandle sources = tri::Allocator<MeshType>:: template FindPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(sources[fi]==vp)
{
fi->SetS();
++selCnt;
}
}
return selCnt;
}
// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
// <vp> can be null (it search for unreached faces...)
// returns the number of selected faces;
//
// It reads the PerVertex attribute 'sources'
static int FaceSelectRegion(MeshType &m, VertexPointer vp)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
int minInd = 0; float minVal=std::numeric_limits<float>::max();
for(int i=0;i<3;++i)
{
if((*fi).V(i)->Q()<minVal)
{
minInd=i;
minVal=(*fi).V(i)->Q();
}
}
if( sources[(*fi).V(minInd)] == vp)
{
fi->SetS();
selCnt++;
}
}
return selCnt;
}
/// Given a mesh with geodesic sources for all vertexes
/// (e.g. for all vertexes we know what is the corresponding voronoi region)
/// we compute Area of all the regions
/// Area is computed only for triangles that fully belong to a given source.
static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
std::vector< std::pair<float,VertexPointer> > &regionArea,
std::vector<VertexPointer> &borderVec,
std::vector<FacePointer> &cornerVec,
std::vector<FacePointer> &borderCornerVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
cornerVec.clear();
borderVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
if((s0 != s1) || (s0 != s2) )
{
for(int i=0;i<3;++i)
borderVec.push_back(fi->V(i));
if(s1!=s2 && s0!=s1 && s0!=s2) {
cornerVec.push_back(&*fi);
}
else
{
for(int i=0;i<3;++i)
{
if(sources[(*fi).V0(i)] != sources[(*fi).V1(i)] && fi->IsB(i))
borderCornerVec.push_back(&*fi);
}
}
}
else // the face belongs to a single region; accumulate area;
{
if(s0 != 0)
{
int seedIndex = tri::Index(m,s0);
regionArea[seedIndex].first+=DoubleArea(*fi)*0.5f;
regionArea[seedIndex].second=s0;
}
}
}
}
static void ConvertVoronoiDiagramToMesh(MeshType &m, MeshType &outM, MeshType &poly, std::vector<VertexType *> &seedVec, DistanceFunctor &df, VoronoiProcessingParameter &vpp )
{
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
std::map<VertexPointer,int> seedMap;
for(size_t i=0;i<seedVec.size();++i)
seedMap[seedVec[i]]=i;
std::pair<float,VertexPointer> zz(0.0f,VertexPointer(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
outM.Clear();
poly.Clear();
std::map<FacePointer,int> cornerMap;
for(size_t i=0;i<cornerVec.size();++i)
cornerMap[cornerVec[i]]=i;
for(size_t i=0;i<borderCornerVec.size();++i)
cornerMap[borderCornerVec[i]]=i;
tri::Allocator<MeshType>::AddVertices(outM,seedVec.size()+cornerVec.size()+borderCornerVec.size());
for(size_t i=0;i<seedVec.size();++i){
outM.vert[i].P()=seedVec[i]->P();
outM.vert[i].C()=Color4b::White;
}
int cOff = seedVec.size();
for(size_t i=0;i<cornerVec.size();++i)
{
outM.vert[cOff+i].P()=vcg::Barycenter(*(cornerVec[i]));
outM.vert[cOff+i].C()=Color4b::Gray;
}
int bcOff =seedVec.size()+cornerVec.size();
for(size_t i=0;i<borderCornerVec.size();++i)
outM.vert[bcOff+i].P()=vcg::Barycenter(*(borderCornerVec[i]));
tri::Append<MeshType,MeshType>::MeshCopy(poly,outM);
// There is a voronoi edge if there are two corner face that share two sources.
// In such a case we add a pair of triangles with an edge connecting these two corner faces
// and with the two involved sources
// For each pair of adjacent sources we store the first of the two corner that we encounter.
std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
// First Loop build all the triangles connecting seeds with voronoi edges
// we loop over the edges and build two triangles for each edge
for(size_t i=0;i<cornerVec.size();++i)
{
for(int j=0;j<3;++j)
{
VertexPointer v0 = sources[cornerVec[i]->V0(j)];
VertexPointer v1 = sources[cornerVec[i]->V1(j)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
VoronoiEdge[std::make_pair(v0,v1)] = cornerVec[i];
else
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
VertexPointer corner0 = &(outM.vert[cOff+i]);
VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
FaceIterator fi;
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0); fi->SetF(2);
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner1, corner0);
fi->SetF(0); fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
}
}
}
// Now build the boundary facets:
// Two cases:
// - triangles with an edge on the boundary that connects two bordercorner face.
// - triangles with only a vertex on the border and an internal 'corner'
for(size_t i=0;i<borderCornerVec.size();++i)
{
VertexPointer v0 = sources[borderCornerVec[i]->V(0)];
VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
if(v1==v0) v1 = sources[borderCornerVec[i]->V(2)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(VertexPointer(0),v0)] == 0)
VoronoiEdge[std::make_pair(VertexPointer(0),v0)] = borderCornerVec[i];
else
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v0)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
}
if(VoronoiEdge[std::make_pair(VertexPointer(0),v1)] == 0)
VoronoiEdge[std::make_pair(VertexPointer(0),v1)] = borderCornerVec[i];
else
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v1)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
}
assert(VoronoiEdge[std::make_pair(v0,v1)]!=0);
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
}
}
static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(size_t i=0;i<m.vert.size();++i)
if(sources[i]==0) m.vert[i].SetV();
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
{
face::VFDetach(*fi);
tri::Allocator<MeshType>::DeleteFace(m,*fi);
}
// qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
tri::Allocator<MeshType>::CompactEveryVector(m);
}
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, DistanceFunctor &df, VoronoiProcessingParameter &vpp, vcg::CallBackPos *cb=0)
{
tri::RequireVFAdjacency(m);
tri::UpdateFlags<MeshType>::FaceBorderFromVF(m);
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(int iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Delete all the (hopefully) small regions that have not been reached by the seeds;
if(vpp.deleteUnreachedRegionFlag)
DeleteUnreachedRegions(m,sources);
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec,borderCornerVec);
// Smaller area region are discarded
Distribution<float> H;
for(size_t i=0;i<regionArea.size();++i)
if(regionArea[i].second) H.Add(regionArea[i].first);
if(vpp.colorStrategy == VoronoiProcessingParameter::RegionArea)
{
float meshArea = tri::Stat<MeshType>::ComputeMeshArea(m);
float expectedArea = meshArea/float(seedVec.size());
for(size_t i=0;i<m.vert.size();++i)
m.vert[i].C()=Color4b::ColorRamp(expectedArea *0.75f ,expectedArea*1.25f, regionArea[tri::Index(m,sources[i])].first);
}
float areaThreshold=0;
if(vpp.areaThresholdPerc != 0) areaThreshold = H.Percentile(vpp.areaThresholdPerc);
// qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
tri::Geodesic<MeshType>::Compute(m,borderVec,df);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Search the local maxima for each region and use them as new seeds
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
int seedIndex = tri::Index(m,sources[vi]);
if(seedMaxima[seedIndex].first < (*vi).Q())
{
seedMaxima[seedIndex].first=(*vi).Q();
seedMaxima[seedIndex].second=&*vi;
}
}
std::vector<VertexPointer> newSeeds;
for(size_t i=0;i<seedMaxima.size();++i)
if(seedMaxima[i].second)
{
seedMaxima[i].second->C() = Color4b::Gray;
if(regionArea[i].first >= areaThreshold)
newSeeds.push_back(seedMaxima[i].second);
}
for(size_t i=0;i<borderVec.size();++i)
borderVec[i]->C() = Color4b::Gray;
for(size_t i=0;i<cornerVec.size();++i)
for(int j=0;j<3;++j)
cornerVec[i]->V(j)->C() = Color4b::Green;
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::Black;
swap(newSeeds,seedVec);
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::White;
}
// tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
}
// Base vertex voronoi coloring algorithm.
// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
{
std::queue<VertexPointer> VQ;
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
for(size_t i=0;i<seedVec.size();++i)
{
VQ.push(seedVec[i]);
seedVec[i]->Q()=i+1;
}
while(!VQ.empty())
{
VertexPointer vp = VQ.front();
VQ.pop();
std::vector<VertexPointer> vertStar;
vcg::face::VVStarVF<FaceType>(vp,vertStar);
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
{
if((*vv)->Q()==0)
{
(*vv)->Q()=vp->Q();
VQ.push(*vv);
}
}
} // end while(!VQ.empty())
}
// Drastic Simplification algorithm.
// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
//
// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
// Non degenerate triangles are preserved.
static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
{
std::set<Point3i> clusteredFace;
FaceIterator fi;
for(fi=mOld.face.begin();fi!=mOld.face.end();++fi)
{
if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
(fi->V(0)->Q() != fi->V(2)->Q() ) &&
(fi->V(1)->Q() != fi->V(2)->Q() ) )
clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
}
tri::Allocator<MeshType>::AddVertices(mNew,seedVec.size());
for(size_t i=0;i< seedVec.size();++i)
mNew.vert[i].ImportData(*(seedVec[i]));
tri::Allocator<MeshType>::AddFaces(mNew,clusteredFace.size());
std::set<Point3i>::iterator fsi; ;
for(fi=mNew.face.begin(),fsi=clusteredFace.begin(); fsi!=clusteredFace.end();++fsi,++fi)
{
(*fi).V(0) = & mNew.vert[(int)(fsi->V(0)-1)];
(*fi).V(1) = & mNew.vert[(int)(fsi->V(1)-1)];
(*fi).V(2) = & mNew.vert[(int)(fsi->V(2)-1)];
}
}
}; // end class VoronoiProcessing
} // end namespace tri
} // end namespace vcg
#endif